Search found 549 matches

by NMS
Thu Nov 21, 2019 8:48 am
Forum: Ideas & Suggestions
Topic: Reactor Weight Limitation and More Reactors
Replies: 5
Views: 112

Re: Reactor Weight Limitation and More Reactors

It isn't a terrible idea to have more diversity in items, but I've said before in other places that there's a danger in making item balancing too realistic. Capital ships would logically have vastly larger, and therefore more powerful, equipment than can be mounted on gunships, making them impossibl...
by NMS
Sat Nov 16, 2019 7:35 am
Forum: Ideas & Suggestions
Topic: Mining 2019
Replies: 9
Views: 145

Re: Mining 2019

If you have enough space, you can hold Enter to loot all the ore and undock, like when looting a wreck. But I agree mining is just not worth the tedium unless you're really desperate.
by NMS
Fri Nov 15, 2019 9:28 am
Forum: Official Extensions
Topic: The Stars Beyond
Replies: 671
Views: 138193

Re: The Stars Beyond

Could I get access to the current version? I'm also NMS on Multiverse if it's on there.
by NMS
Fri Nov 15, 2019 1:19 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 187
Views: 55255

Re: The Backroads — an alternate route

Could I get access, too? I'm impressed with how far it's come based on George's stream.
by NMS
Fri Nov 01, 2019 6:45 am
Forum: Beginner's Luck
Topic: Questions about saved games
Replies: 25
Views: 655

Re: Questions about saved games

If it's just about your personal enjoyment/testing, you can play in debug mode. This gives you the ability to revert to your last save, but makes the game ineligible to submit high scores. You can also turn off mission autosaves in settings.xml. The game will still autosave whenever you gate though....
by NMS
Sat Oct 19, 2019 8:46 pm
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 471

Re: Fleet wingman behavior help please

Because all the objects are found using 'sysFindObject' and moved in the same 'block' of code for every gating there shouldn't be any problems with anyone getting left behind (he says with fingers crossed). If you don't store the ships' IDs, then if the player saves and loads during the delay, the ...
by NMS
Sat Oct 19, 2019 8:38 pm
Forum: Beginner's Luck
Topic: Erial's starter questions
Replies: 10
Views: 464

Re: Erial's starter questions

Any device that doesn't take up a slot, or takes more than one, should have a tag specifying that. Player ships used to have a built-in reactor that didn't take a slot, but they were changed years ago to come with a removable reactor that does take a slot. So unless you're using mods with multi-slot...
by NMS
Sat Oct 19, 2019 8:28 pm
Forum: Shipyards
Topic: mission status query
Replies: 4
Views: 327

Re: mission status query

I think it's better to add the event to each mission so that there isn't a separate type that needs to be updated when a mission is added or modified. It's probably easiest if I just do it myself and submit a pull request to George.
by NMS
Tue Oct 15, 2019 5:35 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 471

Re: Fleet wingman behavior help please

I just remembered, this will also break if the player saves and loads between using the gate and the escorts coming through. You would need to store the IDs using objGetID and objGetObjByID, or maybe store the data on the gate object and use objSetObjRefData and objGetObjRefData. (I'm not sure if th...
by NMS
Tue Oct 15, 2019 5:25 am
Forum: Shipyards
Topic: mission status query
Replies: 4
Views: 327

Re: mission status query

The problem with registering all missions is that missions that don't register the player ship might assume certain things about the registered ships. E.g. they might succeed/fail if any registered ship enters a gate. So the only fix I can see that doesn't require checking each mission's events is t...
by NMS
Sun Oct 13, 2019 8:16 pm
Forum: Beginner's Luck
Topic: Dvalin mission
Replies: 4
Views: 206

Re: Dvalin mission

Last I checked, if you give enough to get double the amount of xp for the Ion9, he'll give you a second one. But that's difficult and not very useful.
by NMS
Fri Sep 27, 2019 7:47 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 471

Re: Fleet wingman behavior help please

It works if you set a reasonable delay value. It's in ticks. However, Fleet escorts can get left behind if you gate back immediately, before they form up. That's probably not what you want. Also, if you wanted to imitate real stargates, you could use a recurring event to have the escorts teleport on...
by NMS
Mon Sep 23, 2019 6:55 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 471

Re: Fleet wingman behavior help please

Maybe old controllers don't have an order queue at all? So you'd have to use an event that runs when you want them to return to formation. E.g. (block Nil (enum theObjList theObject (shpOrder theObject ...) ) (sysAddTypeTimerEvent delay myType myEvent) (typSetData myType 'objList theObjList) ) ... <...
by NMS
Mon Sep 02, 2019 8:45 pm
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 361

Re: couple of Ship Pointing mod event queries

I think there was a recent change to prevent more than one of a particular timer from existing on a type/object/etc. So try cancelling the timer before creating a new one. Or use a recurring timer.
by NMS
Fri Aug 30, 2019 5:52 pm
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 471

Re: Fleet wingman behavior help please

Here's the code that creates Fleet wingmen: (for i 0 (- aCount 1) (block (wingmanObj) (setq wingmanObj (sysCreateShip theClass baseObj &svCommonwealthFleet; 'fleet )) (shpOrder wingmanObj 'escort gPlayerShip i) It assigns them a formation position. Maybe the Fleet controller requires that and can't ...